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Case 6:21-cv-00755-ADA Document 61-9 Filed 05/20/22 Page 1 of 4
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`Exhibit 8
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`Case 6:21-cv-00755-ADA Document 61-9 Filed 05/20/22 Page 2 of 4
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`Contact
`
`www.linkedin.com/in/jonathan-e-
`wright (LinkedIn)
`
`Jonathan Wright
`
`Ugly Bag of Mostly Water
`Dallas
`
`Top Skills
`Gameplay
`Game Design
`Artificial Intelligence
`
`Certifications
`Black Belt
`
`Summary
`Currently one of a small team that brought up the first and best-
`selling mobile VR platform, Gear VR. Working on cutting edge Virtual
`Reality technology at Oculus / Facebook. Previously worked on AI,
`graphics, animation, physics and gameplay @ id Software.
`
`Experience
`
`Oculus VR
`Tech Lead Manager
`February 2014 - Present (7 years 2 months)
`Dallas, Texas
`I am Tech Lead and Engineering Manager for the Oculus Mobile XR Runtime
`team which developed the Oculus VR mobile runtime for all current Oculus
`mobile devices, shipped the original Gear VR Innovator Edition in November
`2014 and which is currently developing Oculus' mobile OpenXR runtime. Our
`team works closely with dozens of other internal and external teams to improve
`and maintain the Oculus VR mobile platform. We also produce and maintain
`the Oculus Native Mobile SDK.
`
`A few of the things I've worked on:
`- Shipped Gear VR, Oculus Go and Oculus Quest.
`- Developed first 3D GUI system for VR used in numerous original Gear VR
`applications.
`- Implemented input systems and APIs for the Oculus VR Runtime.
`- Implemented 6DoF tracking service for prototype VR platform.
`- Participated in OpenXR Working Group and OpenXR 1.0 specification
`design.
`- Acted as a technical lead, setting standards and architecting parts of the
`Oculus mobile software ecosystem (especially runtime components, APIs, and
`new features).
`- Worked regularly with Samsung VR counterparts in Suwon, South Korea, and
`other external partners.
`- Extensive hiring and interviewing across multiple Facebook / Oculus teams.
`
`Page 1 of 3
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`Case 6:21-cv-00755-ADA Document 61-9 Filed 05/20/22 Page 3 of 4
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`- Maintenance and debugging of shipped applications and runtimes and SDKs.
`- Release management.
`- Developer support.
`
`id Software
`Lead Programmer
`June 2004 - February 2014 (9 years 9 months)
`Dallas, TX
`Lead Programmer on Doom 2016 from 2012 - 2014.
`- Lead a team of ~25 software engineers.
`
`I implemented large parts of animation system for idTech:
`- Maya plugin.
`- Animation tree editor.
`- Model and animation viewer.
`- Animation blend jobs.
`- GPU skinning.
`- Animation-to-ragdoll physics.
`- Animation asset pipeline.
`This technology shipped in Rage, Wolfenstein and Doom 2014 on PC, XBox
`360 and PS3.
`
`AI Lead on Rage where I implemented:
`- AI focused animation system components (foot phase syncing, aiming, etc.)
`- AI sensory perception and event systems
`- Hierarchical Finite State Machine for AI.
`- Various engine components including rendering subsystems.
`This technology shipped in Rage, Wolfenstein and Doom 2014. Rage AI
`received a "Best FPS AI of 2011" award.
`
`In addition, I worked on every aspect of the idTech engine including: build
`maintenance, tools, rendering, SPU jobs, physics, and gameplay on PS3,
`Xbox360 and PC.
`
`3D Realms Entertainment
`Programmer
`October 2002 - June 2004 (1 year 9 months)
`AI and gameplay and generalist working with Unreal Engine.
`
`Third Law Interactive
`
`Page 2 of 3
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`Case 6:21-cv-00755-ADA Document 61-9 Filed 05/20/22 Page 4 of 4
`
`President / Lead Programmer
`November 1998 - October 2002 (4 years)
`Lead programmer, president and co-owner of a ~20-person game
`development company. Responsible for AI, gameplay, physics, collision,
`networking, renderer programming in addition to game design and project
`management.
`
`Shipped ~10 titles from AAA games to value titles during this time.
`
`Ion Storm
`Lead Programmer
`February 1997 - November 1998 (1 year 10 months)
`
`Education
`Clemson University
` · (1989 - 1993)
`
`Columbia High School
` · (1985 - 1989)
`
`Page 3 of 3
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`

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